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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef WATCHMAKER_MATERIAL_H
#define WATCHMAKER_MATERIAL_H
#include "common/array.h"
#include "common/ptr.h"
#include "watchmaker/3d/texture.h"
#include "watchmaker/3d/movie.h"
#include "watchmaker/3d/vertex.h"
namespace Watchmaker {
struct gMaterial;
typedef Common::SharedPtr<gMaterial> MaterialPtr;
typedef Common::Array<MaterialPtr> MaterialTable;
struct VertexBuffer;
// Material definition
struct gMaterial {
gTexture *Texture = nullptr; // pointer to texture struct
Common::SharedPtr<gMovie> Movie; // pointer to movie struct
unsigned int Flags = 0; // material flags
int NumFaces() {
return FacesList.size();
}; // current number of faces to be processed
void addFace(uint16 face) {
FacesList.push_back(face);
}
uint16 getFace(int index) const {
return FacesList[index];
}
void clearFaceList() {
FacesList.clear();
}
void emptyFacesList() {
FacesList.resize(0);
}
Common::Array<uint16> getFacesList() {
return FacesList;
}
private:
Common::Array<uint16> FacesList; // list of verts indices
public:
Common::Array<gVertex *> VertsList; // pointers to pointers to verts
int NumAllocatedVerts() {
return this->VertsList.size();
}; // number of allocated vertex in mat VB
Common::SharedPtr<VertexBuffer> VBO = nullptr;
// LPDIRECT3DVERTEXBUFFER7 VB; // mat VB struct
int NumAllocatedMesh = 0; // num mesh to check for modifications
Common::Array<unsigned int *> FlagsList; // vector of pointer to mesh flags
unsigned char r, g, b; // default material color
int NumAddictionalMaterial = 0; // number of addictional material (lightmaps)
MaterialTable AddictionalMaterial; // pointer to addictional material struct
public:
gMaterial() : r(0), g(0), b(0) {
}
void addColor(unsigned char r, unsigned char g, unsigned char b);
void addProperty(int flag);
bool hasFlag(int flag);
void clearFlag(int flag);
bool addNumFaces(unsigned int num);
bool addNumFacesAdditionalMaterial(MaterialPtr am, unsigned int num);
void clear();
};
MaterialPtr rAddMaterial(MaterialTable &MList, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags);
MaterialPtr rAddMaterial(gMaterial &Material, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags);
void rRemoveMaterial(MaterialPtr &m);
void rRemoveMaterials(MaterialTable &m);
void rCopyMaterialList(MaterialTable &dst, MaterialTable &src, uint count);
MaterialPtr rMergeMaterial(MaterialPtr Mat1, MaterialPtr Mat2);
void rAddToMaterialList(gMaterial &mat, signed short int ViewMatrixNum);
} // End of namespace Watchmaker
#endif // WATCHMAKER_MATERIAL_H
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